Re: [osg-users] Problem BlendEquation in Shader GLSL

2010-01-07 Thread clement vidal
Hi JP For now I Initialize a texture with the value A, in the shader I put the value B and I would like to have a the end in the texture the max blending between the value A and B. Lets do an example: I create an texture Tex initialized with color red (1,0,0,1) I attach my texture to a camera

Re: [osg-users] Problem BlendEquation in Shader GLSL

2010-01-07 Thread J.P. Delport
Hi Clement, clement vidal wrote: Hi JP For now I Initialize a texture with the value A, in the shader I put the value B and I would like to have a the end in the texture the max blending between the value A and B. Lets do an example: I create an texture Tex initialized with color red

Re: [osg-users] Need some help converting osg producer code to current osg

2010-01-07 Thread Robert Osfield
Hi Bret, The osg::Camera has initial/pre/post and final callbacks that can be used for the purpose of adding extra calls. It's also possible to use an osg::GraphicsOperation and attach this directly to the osg::GraphicsContext (equivalent to Producer::RenderSurface). I would have though the

Re: [osg-users] Problem BlendEquation in Shader GLSL

2010-01-07 Thread clement vidal
Thanks for your help. But the solution that you gave me it's not really what I want to do. The simple example i gave you it's just to explain what kind of result I need. Actually I'm trying to implement a Dual Depth Peeling based on the Nvidia Paper and it use this kind of blending. For example

Re: [osg-users] osgDB::XmlParser question

2010-01-07 Thread Robert Osfield
Hi JS, Your reading of the code is correct... the code will fail every time, something I didn't catch as I haven't directly used this convenience function in the p3d plugin or elsewhere. Re-ordering the code so the input.readAllDataIntoBuffer() is done before the if (!input) looks it would be

Re: [osg-users] Problem with osgmovie

2010-01-07 Thread Robert Osfield
Hi Shinna, Currently there aren't any events mechanism in osg::Image/osg::ImageStream for tells apps that a movie has completed. To achieve this we'll need to add an event/callback mechanism into osg::ImageStream to pass back details of a movie completing, and then extend the movie reading

Re: [osg-users] Problem BlendEquation in Shader GLSL

2010-01-07 Thread J.P. Delport
Hi, clement vidal wrote: Thanks for your help. But the solution that you gave me it's not really what I want to do. The simple example i gave you it's just to explain what kind of result I need. Actually I'm trying to implement a Dual Depth Peeling based on the Nvidia Paper and it use this

Re: [osg-users] [osgPlugins] osgmovie plugin missing?

2010-01-07 Thread Eduardo Pinheiro
Hi Robert, Thanks for your answer. What i've made was: cmake -DBUILD_OSG_EXAMPLES=1 Then make make install It has compiled the osgmovie and then i could run the osgmovie, but no movie inside. I had to install more libs (outside openscenegraph): I've installed sudo apt-get install

Re: [osg-users] Problem BlendEquation in Shader GLSL

2010-01-07 Thread clement vidal
Thanks for the link, i will look at this. But for the shader example I gave you I think that it do the first treatment for the first pixel then it peel the first layer and do the second treatment for the second depth layer, but maybe I wrong. The code of osgoit is it available somewhere?

Re: [osg-users] Problem BlendEquation in Shader GLSL

2010-01-07 Thread J.P. Delport
Hi, clement vidal wrote: Thanks for the link, i will look at this. But for the shader example I gave you I think that it do the first treatment for the first pixel then it peel the first layer and do the second treatment for the second depth layer, but maybe I wrong. Like you wrote it (I'm

[osg-users] Attempted to read or write protected memory. ERROR

2010-01-07 Thread Tufan Taş
Hi, I am new in open scene graph. I installed open scene graph 2.8.2 with thirdParty for VS2008. I wrote a simple code using C++/CLI as in the following: ref_ptrViewer viewer = new Viewer(); viewer-setUpViewInWindow(100, 100, 640, 480); viewer-run(); After debuging it I take the reulting dll

[osg-users] cannot load PNG image

2010-01-07 Thread Tufan Taş
Hi, I am trying to load a PNG image as osg::ref_ptrosg::Image image1 (osgDB::readImageFile(C:\\Users\\Tufan\\Desktop\\wood.png)); Thank you! Cheers, Tufan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22209#22209

Re: [osg-users] cannot load PNG image

2010-01-07 Thread Robert Osfield
Hi Tufan, Do you have the png plugin built? Check your osgPlugins-version/ directory for which osgdb_*.dll you have. If you don't have it you'll need to grab the 2rd party dependencies compile the OSG from source. See the documentation on compiling the OSG on the wiki. Robert. On Thu, Jan 7,

Re: [osg-users] cannot load PNG image

2010-01-07 Thread Tufan Taş
Hi, I have osgdb_png.dll in C:\Users\Tufan\Desktop\New Folder\OpenSceneGraph-2.8.2\bin\osgPlugins-2.8.2 directory. But still cannot load PNG. Thank you! Cheers, Tufan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22212#22212

Re: [osg-users] cannot load PNG image

2010-01-07 Thread Robert Osfield
Hi Tufan, On Thu, Jan 7, 2010 at 11:28 AM, Tufan Taş tas.tu...@gmail.com wrote: I have osgdb_png.dll in C:\Users\Tufan\Desktop\New Folder\OpenSceneGraph-2.8.2\bin\osgPlugins-2.8.2 directory. But still cannot load PNG. Check that this OpenSceneGraph/bin directory is on your path. Robert.

Re: [osg-users] cannot load PNG image

2010-01-07 Thread Tufan Taş
Hi, Yes C:\Users\Tufan\Desktop\New Folder\OpenSceneGraph-2.8.2\bin is in my path. I don't get any error messages I can load bmp image but cannot png. I don't know why. Thank you! Cheers, Tufan -- Read this topic online here:

Re: [osg-users] Problem BlendEquation in Shader GLSL

2010-01-07 Thread clement vidal
Thanks for this precision. Sorry I try to make a simple example to explain you my problem it's probably not the best but my real shader is not like that, it doesn't use global variable but it's the same principle. I put some value in my fragData[] in relation with the depth value, and i access to

Re: [osg-users] Problem BlendEquation in Shader GLSL

2010-01-07 Thread J.P. Delport
Hi, clement vidal wrote: Thanks for this precision. Sorry I try to make a simple example to explain you my problem it's probably not the best but my real shader is not like that, it doesn't use global variable but it's the same principle. I put some value in my fragData[] in relation with

Re: [osg-users] Problem BlendEquation in Shader GLSL

2010-01-07 Thread Julien Valentin
Hi there, If i understand you want to do render to texture (RTT) pass: You have several choice in order to do that. I give you the more classic RTT with multitexturing: //need 3 textures texA texB input values and TexC binded to camera via fbo uniform sampler2D texA; uniform sampler2D texB;

[osg-users] Check for GLSL hardware support

2010-01-07 Thread Dominic Stalder
Hi there is it possible to check if the given hardware is able to render the shader in hardware instead of a software shader? Thanks and regards Dominic ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] How to render last with multiple cameras

2010-01-07 Thread Mike Greene
I think I wasn't clear on my question: The HUD works fine, as does the other regular 3D camera (behind the HUD). What I'd like to be able to do is have some items in the background camera appear on top of the HUD while others remain behind it. I thought I could use renderbins, but since the

Re: [osg-users] [osgPPU] no results with osgPPU

2010-01-07 Thread Sebastien Nerig
Hi Arts and have a happy new year Ok so I have decided to make a simple stand alone application to test what you said : create a new camera as a child of the main camera, the child camera will be the FBO camera for the PPU processor here is a part of my code : Code: void

Re: [osg-users] cannot load PNG image

2010-01-07 Thread selman duatepe
Hi Tufan, Check also that C:\Users\Tufan\Desktop\New Folder\OpenSceneGraph-2.8.2\bin\osgPlugins-2.8.2 directory is in your path. If directory is in your path, attach your texture and code. I will try it. Selman On Thu, Jan 7, 2010 at 1:47 PM, Tufan Taş tas.tu...@gmail.com wrote: Hi, Yes

Re: [osg-users] Problem BlendEquation in Shader GLSL

2010-01-07 Thread clement vidal
Thanks for your answer but I already use multi pass render with RTT. That I would like to do it's to make a blending between the value witch is already in the texture and the news value I put in with the shader, that in the same pass. I want to do that because with my shader I access multiple time

Re: [osg-users] cannot load PNG image

2010-01-07 Thread Robert Osfield
Hi Tufan Selman, On Thu, Jan 7, 2010 at 1:59 PM, selman duatepe selmanduat...@gmail.com wrote: Check also that C:\Users\Tufan\Desktop\New Folder\OpenSceneGraph-2.8.2\bin\osgPlugins-2.8.2 directory is in your path. I would not advice this, as this can cause problems later on when you might

Re: [osg-users] cannot load PNG image

2010-01-07 Thread Jean-Sébastien Guay
Hi Tufan, Yes C:\Users\Tufan\Desktop\New Folder\OpenSceneGraph-2.8.2\bin is in my path. I don't get any error messages I can load bmp image but cannot png. I don't know why. The difference is that the BMP plugin does not need any additional DLLs (other than the plugin itself of course) but

Re: [osg-users] cannot load PNG image

2010-01-07 Thread Mourad Boufarguine
Hi Tufan, Did you add the bin folder of the 3rdParty directory to your path ? Maybe your program don't find the libpng13.dll. Mourad On Thu, Jan 7, 2010 at 3:12 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Tufan, Yes C:\Users\Tufan\Desktop\New

Re: [osg-users] cannot load PNG image

2010-01-07 Thread Tufan Taş
I have tried all of your comments add the path of plugins bin but not worked also I have previously downloaded 3rdparty dependencies coppied libpng13.dll into my osg bin but still not working. Do you have any more comments I am really stucked -- Read this topic online here:

Re: [osg-users] cannot load PNG image

2010-01-07 Thread Jean-Sébastien Guay
Hi Tufan, I have tried all of your comments add the path of plugins bin but not worked also I have previously downloaded 3rdparty dependencies coppied libpng13.dll into my osg bin but still not working. Do you have any more comments I am really stucked Try setting OSG_NOTIFY_LEVEL=DEBUG

Re: [osg-users] osgDB::XmlParser question

2010-01-07 Thread Jean-Sébastien Guay
Hi Robert, Your reading of the code is correct... the code will fail every time, something I didn't catch as I haven't directly used this convenience function in the p3d plugin or elsewhere. Re-ordering the code so the input.readAllDataIntoBuffer() is done before the if (!input) looks it would

Re: [osg-users] cannot load PNG image

2010-01-07 Thread Tufan Taş
Thanks for your advices adding 3rdParty path solved my problem for PNG file. But still I cannot load a .flt file. My osgPlugins-2-8-2 directory contains osgdb_openflight.dll but nothing appears on the screen. Cheers, Tufan -- Read this topic online here:

Re: [osg-users] cannot load PNG image

2010-01-07 Thread Mourad Boufarguine
Which 3rdParty archive did you download and what is your VS version ? SP1 ? What do you get when setting osg notify level to debug ? ( osg::setNotifyLevel(osg::DEBUG_INFO)) Mourad On Thu, Jan 7, 2010 at 3:26 PM, Tufan Taş tas.tu...@gmail.com wrote: I have tried all of your comments add the

Re: [osg-users] osgDB::XmlParser question

2010-01-07 Thread Robert Osfield
Hi J-S, On Thu, Jan 7, 2010 at 2:33 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Re-ordering the code so the input.readAllDataIntoBuffer() is done before the if (!input) looks it would be appropriate.  I've made this change and checked it in, could you test it? Seems

Re: [osg-users] cannot load PNG image

2010-01-07 Thread Tufan Taş
3rdParty_Win32Binaries_vc90sp1 I get nothing when setting notify level. Cheers, Tufan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22238#22238 ___ osg-users mailing list

Re: [osg-users] cannot load PNG image

2010-01-07 Thread Tufan Taş
The following is my code for the openflight mode. Am I missing something in the code? Only blue screen appears. osg::Node* mapNode; mapNode = osgDB::readNodeFile(C:\\Users\\Tufan\\Desktop\\buffs.flt); osg::Group* root = new osg::Group(); root-addChild(mapNode); osgViewer::Viewer viewer;

Re: [osg-users] cannot load PNG image

2010-01-07 Thread Mourad Boufarguine
mapNode is it NULL ? Did you try opening it with osgviewer.exe ? Maybe sharing the file will help finding out. On Thu, Jan 7, 2010 at 4:02 PM, Tufan Taş tas.tu...@gmail.com wrote: The following is my code for the openflight mode. Am I missing something in the code? Only blue screen

Re: [osg-users] Utility of using Drawable:: ...

2010-01-07 Thread D.J. Caldwell
François, I'm glad I could help. Thanks for your reply; I was afraid that my explaination might not have made much sense (which is why I posted the link with my reply). We all have things to learn; we will just have to keep searching for good things to know and share that knowledge when we can.

Re: [osg-users] cannot load PNG image

2010-01-07 Thread Tufan Taş
No mapNode is not null I initialized it as void viewWindow() { osg::Node* mapNode = osgDB::readNodeFile(C:\\Users\\Tufan\\Desktop\\buffs.flt); //mapNode = osgDB::readNodeFile(C:\\Users\\Tufan\\Desktop\\wood.png);

Re: [osg-users] osgDB::XmlParser question

2010-01-07 Thread Jean-Sébastien Guay
Hi Robert, Oo, too much speed reading on my behalf... I missed this part of your email. Hehe, no problem, I had hidden it in plain sight at the end of the message :-) As for the syntax, I hadn't coded for this as I wasn't familiar with it. I guess that what you get when you get a non XML

Re: [osg-users] cannot load PNG image

2010-01-07 Thread Chris 'Xenon' Hanson
On 1/7/2010 7:07 AM, Robert Osfield wrote: A better thing to look at next is whether the plugin is loading for this you can enable verbose debugging to see whether the plugin has been located and loaded. In a terminal type: set OSG_NOTIFY_LEVEL=DEBUG runmyapp mymodel.osg Then look at

Re: [osg-users] Attempted to read or write protected memory. ERROR

2010-01-07 Thread Ümit Uzun
Hi Tufan, If there is no obligation you should use general Win32 Console Project instead of CLI, and problem most probably about CLI C++ and Pure C++ reference collision. Good Luck :D Regards. Ümit Uzun 2010/1/7 Tufan Taş tas.tu...@gmail.com Hi, I am new in open scene graph. I installed

Re: [osg-users] compass icon in lower left corner

2010-01-07 Thread Martin Beckett
Take a look at the hud (headup display) example And see here http://www.cs.clemson.edu/~malloy/courses/3dgames-2007/tutor/web/hud/hud.html Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22247#22247

[osg-users] Efficiently hiding points

2010-01-07 Thread Martin Beckett
Ok another embarrassingly newbie question. I have a scene with a large number of points, I want to interactively delete some points. It's too time consuming to go through the vertex array and remove the values. So in the past in OpenGL I shuffled them with values at the end and changed the

Re: [osg-users] OSG on IPhone

2010-01-07 Thread Martin Beckett
a) you need to open source ( you may still link statically but any changes to OSG code should be open sourced ( and not your app code )) Just to clarify that. OSG is LGPL with the extention that you can link OSG statically into your app. This exception like the one in the wxWidgets

Re: [osg-users] Attempted to read or write protected memory. ERROR

2010-01-07 Thread Tufan Taş
Thanks for your reply, I solved the problem. Cheers, Tufan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22251#22251 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Efficiently hiding points

2010-01-07 Thread Robert Osfield
Hi Martin, I would use osg::DrawElements* rather DrawArrays, this way you can change the points you want rendering just by changes the indices in the list. It might be more efficient to break the whole clump of points into ranges, so one DrawElements always handles 0 to 999, next 1000 to 1999,

Re: [osg-users] Check for GLSL hardware support

2010-01-07 Thread Martin Beckett
Not as a standard OpengL feature (AFAIK) the whole point is that the driver takes care of it and you don't have to care (I know you do really !) You can check the versions of GLSL supported but not how the card is doing it - see http://www.gamedev.net/community/forums/topic.asp?topic_id=552800

Re: [osg-users] Efficiently hiding points

2010-01-07 Thread Martin Beckett
I thought DrawArrays were the equivalent of OpenGL DisplayLists and DrawElements was like indexed arrays? So it's efficent to have a DrawElements{ } with inidivdual entries 1,2,3,4,5 to 1000 ? If it's OK to have DrawElements jumping all over the vertexarray then it might make sense for

[osg-users] Warning: GraphicsWindowWin32::grabFocus() - Failed grabbing the focus

2010-01-07 Thread Andrew Cunningham
Hi, I am having problems on Win32/MFC where the osgViewer embedded in a MFC window becomes unresponsive to mouse-down and paint events at seemingly random times. A call stack seems to show an infinite loop of messages being passed around between CFrameWnd and the GraphicsWindowWin32 event

Re: [osg-users] Efficiently hiding points

2010-01-07 Thread Jason Daly
Martin Beckett wrote: I thought DrawArrays were the equivalent of OpenGL DisplayLists and DrawElements was like indexed arrays? If you're familiar with OpenGL, osg::DrawArrays is equivalent to glDrawArrays(), osg::DrawElements is equivalent to glDrawElements(). The first uses the

Re: [osg-users] Efficiently hiding points

2010-01-07 Thread Martin Beckett
Jason Daly wrote: If you're familiar with OpenGL, osg::DrawArrays is equivalent to glDrawArrays(), osg::DrawElements is equivalent to glDrawElements(). The first uses the vertex arrays directly, the second uses an index array to select vertices from the vertex arrays. Thank you. I had

Re: [osg-users] Warning: GraphicsWindowWin32::grabFocus() - Failed grabbing the focus

2010-01-07 Thread Trajce Nikolov
post the code Nick http://www.linkedin.com/in/tnick Sent from Ünalan, İstanbul, Turkey On Thu, Jan 7, 2010 at 8:28 PM, Andrew Cunningham o...@a-cunningham.comwrote: Hi, I am having problems on Win32/MFC where the osgViewer embedded in a MFC window becomes unresponsive to mouse-down and

Re: [osg-users] Efficiently hiding points

2010-01-07 Thread Jason Daly
Martin Beckett wrote: Jason Daly wrote: If you're familiar with OpenGL, osg::DrawArrays is equivalent to glDrawArrays(), osg::DrawElements is equivalent to glDrawElements(). The first uses the vertex arrays directly, the second uses an index array to select vertices from the vertex

[osg-users] Conversion from 'GLsizeiptrARB' to 'const GLvoid *' of greater size

2010-01-07 Thread Jean-Sébastien Guay
Hi Robert, I've been getting this warning 7 times per compiled file for a little while: warning C4312: 'type cast' : conversion from 'GLsizeiptrARB' to 'const GLvoid *' of greater size It happens on lines like this: setVertexPointer(array-getDataSize(),array-getDataType(),0,(const GLvoid

Re: [osg-users] OSG on IPhone

2010-01-07 Thread tony matell
osg on iphone is incredible.. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22254#22254 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Warning: GraphicsWindowWin32::grabFocus() - Failed grabbing the focus

2010-01-07 Thread Andrew Cunningham
My code is based on the 2.8.2 OSG MFC template/example so there really is nothing to post. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22267#22267 ___ osg-users mailing list

Re: [osg-users] Efficiently hiding points

2010-01-07 Thread Martin Beckett
Jason Daly wrote: The advice about breaking up large geodes is still applicable. If you're talking about hundreds of thousands of vertices, it's probably best to represent those as multiple geodes (and group them spatially, if possible). The problem with multiple geodes is that I need to

[osg-users] osgswig and virtualbox

2010-01-07 Thread Sébastien Barthélemy
Hello all, I'm trying to use openscenegraph from virtualbox. The host is mac os 10.6 and the guest is ubuntu karmic. osg, as packaged from ubuntu, works fine, though quite slowly (the framerate is 18 for osgviewer cow.osg). However, my custom python/osgswig scripts do not work : the initial

Re: [osg-users] split scene into separate nodes/files.

2010-01-07 Thread Martin Beckett
Do you have PAT nodes in your tree to set the relative postions of the objects? You aren't saving these with the geodes, an alternative woudl be to multiply every vertex in each geode with the worldmatrix as it is saved. Martin -- Read this topic online here:

Re: [osg-users] Problem with osgmovie

2010-01-07 Thread Shiina Ringo
Hi,Robert Thanks for your advice. Right now I just simply control the movie by setting the time limit, when time's up and I just quit this movie. Cheers, Shiina -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22272#22272

[osg-users] where i found ffmpeg pluging and how install

2010-01-07 Thread Ivan Salguero
Hi, i need use osgmovie but i need a plugin so i don't know where download that and how install it ... Thank you! Cheers, Ivan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22273#22273 ___

Re: [osg-users] Efficiently hiding points

2010-01-07 Thread J.P. Delport
Hi, Martin Beckett wrote: Jason Daly wrote: The advice about breaking up large geodes is still applicable. If you're talking about hundreds of thousands of vertices, it's probably best to represent those as multiple geodes (and group them spatially, if possible). The problem with multiple

Re: [osg-users] cannot load PNG image

2010-01-07 Thread Tufan Taş
Hi, Thanks for your replies I just rebuil my OSG and the problem is solved. Cheers, Tufan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22276#22276 ___ osg-users mailing list